/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */

#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

#include <stdlib.h>
#include <iostream>

#include <sheeplib/model/ms3d.h>
#include <sheeplib/model/obj.h>

#include <sheeplib/texture/bitmap.h>
#include <sheeplib/texture/targa.h>

using sheeplib::model::MS3D;
using sheeplib::model::OBJ;

using sheeplib::texture::Bitmap;
using sheeplib::texture::Targa;

static int slices = 16;
static int stacks = 16;

/* GLUT callback Handlers */

Targa image;
MS3D model;
OBJ model2;

static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;

    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 1000.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}

static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

	//glDisable(GL_LIGHTING);
	glDisable(GL_TEXTURE_2D);
	glDisable(GL_CULL_FACE);
	glColor3f(1, 0, 0);
	//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glTranslatef(0, 0, -4.0f);
	glRotatef(a, 0, 1, 0);
	//model.slUpdateAnimation(0.01);
	model2.slBasicRender();


	/*glPushMatrix();
	glTranslatef(0, 0, -5.0f);
	glRotatef(a, 0, 1, 0);
	glDisable(GL_CULL_FACE);
	model.BasicGLRender();
	glBindTexture(GL_TEXTURE_2D, image.GetTexID());
	glBegin(GL_QUADS);
		glTexCoord2f(0, 0); glVertex3f(-1.0, -1.0, 0.0 );
		glTexCoord2f(1, 0); glVertex3f( 1.0, -1.0, 0.0 );
		glTexCoord2f(1, 1); glVertex3f( 1.0,  1.0, 0.0 );
		glTexCoord2f(0, 1); glVertex3f(-1.0,  1.0, 0.0 );
	glEnd();
	glPopMatrix();*/


    glutSwapBuffers();

}


static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;

        case '+':
            slices++;
            stacks++;
            break;

        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }

    glutPostRedisplay();
}

static void idle(void)
{
    glutPostRedisplay();
}

const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };

const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

/* Program entry point */

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(800, 600);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);

    glutCreateWindow("GLUT Shapes");

    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);


    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    glEnable(GL_LIGHT0);
    //glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

	glClearColor(0.5, 0.5, 0.5, 0.5);

    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);

	glEnable(GL_TEXTURE_2D);

	if (!image.LoadTextureFile("/home/kazade/Desktop/SheepLib/testing/sheeplib-test/freebeast/beast1.tga")) {
		std::cout << image.GetErrorString() << std::endl;
		return 1;
	}
	image.BuildTexture();

	if (!model.slLoadModel("/home/kazade/Desktop/SheepLib/testing/sheeplib-test/freebeast/beast.ms3d")) {
		std::cout << model.slGetError() << std::endl;
		return 1;
	}
	
	if (!model.slLoadAnimationFile("/home/kazade/Desktop/SheepLib/testing/sheeplib-test/freebeast/beast.anim")) {
		std::cout << model.slGetError() << std::endl;
		return 1;		
	}
	
	model.slSetAnimation("LookAround");

	if (!model2.slLoadModel("/home/kazade/Desktop/sheepengine/data/models/emerald.obj")) {
		std::cout << model.slGetError() << std::endl;
		return 1;				
	}
	
    glutMainLoop();

    return EXIT_SUCCESS;
}
